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What's so great about Palladium?

Started by Gabriel, January 19, 2007, 10:27:05 AM

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Gabriel

This is a thread where I attempt to identify what exactly is so good about the Palladium system, and why some people (like me) keep on trying to get the unworkable mess to work.

1) Classes

One of the strengths of Palladium products is that they have fairly strong, memorable, and appealling character archetypes.  This is important for those people who don't want to come up with a character idea from whole cloth (as with more universal games like Hero and GURPS).  Although it has changed in recent years, there used to be a good deal of customization to the classes which would allow each one to have some mechanical quirks (Nowadays the rules tend to force each character of a class to not have much variation from another).

2) Combat System

At first glance, Palladium's combat system seems to be very simulationistic.  Combat is not as heavily abstracted, and is instead accounted for blow by blow.  Characters must actually actively defend.  All of this is a pretty big deal for those moving to the game from older editions of D&D, as it addresses the issues many people have with that other game's combat system.  It doesn't hurt that damages are generally higher in Palladium and all characters have multiple attacks, adding to a "feel good" element of the combat system.

3) Familiarity

For players of older editions of D&D, Palladium is a very friendly environment.  Attributes are rolled with 3d6.  Non-Combat abilities are resolved by percentile roll.  Combat is d20 based.  There are still Hit Points which increase by level.  It provides a common base for them to immediately begin assimilating the game.

4) Tinkerability

Many rules in Palladium interlock for different results.  The system is ultimately modular, and pieces and parts are fun to sort around and see how they work together.  For one thing, there are many ways during character creation to manipulate a character's stats so as to make them more effective.  The system rewards knowledge of the rules (such as they are) and mastery.  It's a puzzle to be unraveled.

5) Cheap and Meaty

For most of its existence, Palladiumbooks has produced books which tend to be about $5 cheaper than an equivalent product from another publisher.  Plus, they tend to be packed much more densely with stats, mechanics, OCCs, and other very rules-tied things than other products.  This results in a greater value to the gamer and a greater utility at the game table.

Zachary The First

It's fucking metal, that's why.
 
And my Rifts group has a goblin piloting a giant stolen German robot.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

Gabriel

Quote from: Zachary The FirstIt's fucking metal, that's why.
 
And my Rifts group has a goblin piloting a giant stolen German robot.

6) The Gonzo Factor

Palladium products are known for their "kitchen sink" mentality and their melding of incongruous gaming elements.  Widely disparate and "wacky" concepts are superficially encouraged.

Mcrow

The Characters made in Rifts kickass.

thats all that needs to be said. I have yet to have a Rifts character that didn't rock.

Gabriel

Quote from: McrowThe Characters made in Rifts kickass.

thats all that needs to be said. I have yet to have a Rifts character that didn't rock.

I'll take that as a confirmation and endorsement of point #1.

Mcrow

Quote from: GabrielI'll take that as a confirmation and endorsement of point #1.

yup.:D

Zachary The First

Quote from: McrowThe Characters made in Rifts kickass.
 
thats all that needs to be said. I have yet to have a Rifts character that didn't rock.

Something for everybody.
 
My current Rifts group:
 
-A goblin who boosted a $45 million NGR robot (and is working it from the tech manual and pushing random buttons)
-A Dragonman Cyber-Knight who really likes to continue shooting after the battle is over
-A Chihuahua Dog Boy Rogue Scholar (with a Coalition listening device implanted in his head)
-A very soft-spoken, pleasant young lady who also happens to be an honorably evil Necromancer
-A Russian Slayer who finds himself hating the fact he ever signed up as a Merc for Tolkeen, and supplies in a neutral, well-reasoned tone reasons for killing any enemy they run into.
-A New German Republic Field Medic turned Merc who tries to undo a slight bit of the amazing swath of damage the rest of the group does.
 
They also have a hostage, a Coalition corporal/comm officer (who resembles John Candy in personailty) who will likely die as soon as they don't need him anymore, but seems mysteriously unperturbed by his plight.
 
And despite all the gonzo shit in this game, it works. I could just as easily run a straight-up, all-human Coalition combar game, or a world-hopping epic quest. Rifts is a big tent.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

jrients

Palladium is also a good source for equipment porn.
Jeff Rients
My gameblog

Mcrow

Quote from: jrientsPalladium is also a good source for equipment porn.

yes, there is is tons of gear. Enough to set-off someone with a fetish.

Zachary The First

Quote from: Mcrowyes, there is is tons of gear. Enough to set-off someone with a fetish.

One of the best parts of Palladium CharGen--shopping for toys!
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

Ronin

Quote from: GabrielThis is a thread where I attempt to identify what exactly is so good about the Palladium system, and why some people (like me) keep on trying to get the unworkable mess to work.

1) Classes

One of the strengths of Palladium products is that they have fairly strong, memorable, and appealling character archetypes.  This is important for those people who don't want to come up with a character idea from whole cloth (as with more universal games like Hero and GURPS).  Although it has changed in recent years, there used to be a good deal of customization to the classes which would allow each one to have some mechanical quirks (Nowadays the rules tend to force each character of a class to not have much variation from another).

2) Combat System

At first glance, Palladium's combat system seems to be very simulationistic.  Combat is not as heavily abstracted, and is instead accounted for blow by blow.  Characters must actually actively defend.  All of this is a pretty big deal for those moving to the game from older editions of D&D, as it addresses the issues many people have with that other game's combat system.  It doesn't hurt that damages are generally higher in Palladium and all characters have multiple attacks, adding to a "feel good" element of the combat system.

3) Familiarity

For players of older editions of D&D, Palladium is a very friendly environment.  Attributes are rolled with 3d6.  Non-Combat abilities are resolved by percentile roll.  Combat is d20 based.  There are still Hit Points which increase by level.  It provides a common base for them to immediately begin assimilating the game.

4) Tinkerability

Many rules in Palladium interlock for different results.  The system is ultimately modular, and pieces and parts are fun to sort around and see how they work together.  For one thing, there are many ways during character creation to manipulate a character's stats so as to make them more effective.  The system rewards knowledge of the rules (such as they are) and mastery.  It's a puzzle to be unraveled.

5) Cheap and Meaty

For most of its existence, Palladiumbooks has produced books which tend to be about $5 cheaper than an equivalent product from another publisher.  Plus, they tend to be packed much more densely with stats, mechanics, OCCs, and other very rules-tied things than other products.  This results in a greater value to the gamer and a greater utility at the game table.

I have to agree with gabriel's points. Its also a sense of nostalgia for me. Plus all the settings besides Rifts. The "After the Bomb" setting has been a favorite of mine for a long time.
Vive la mort, vive la guerre, vive le sacré mercenaire

Ronin\'s Fortress, my blog of RPG\'s, and stuff

jrients

Another thing I like is that every adventure I've seen is pretty much an excuse to break some shit and get in trouble, with character bits and investigation existing primarily to connect the action scenes.
Jeff Rients
My gameblog

jgants

Quote from: Gabriel6) The Gonzo Factor

Palladium products are known for their "kitchen sink" mentality and their melding of incongruous gaming elements.  Widely disparate and "wacky" concepts are superficially encouraged.

Oddly enough, the gonzo factor does not appeal to me so much.  For the most part, I run my games pretty straight-laced.

But I agree with all your other items.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

Mcrow

Quote from: jrientsAnother thing I like is that every adventure I've seen is pretty much an excuse to break some shit and get in trouble, with character bits and investigation existing primarily to connect the action scenes.

Rifts, IMO is one of the best action RPGs. If you kicking ass and blowing shit up Rifts is the game for you. Not that you cant intrigue and that sort of thing, because that is there are as well.

Melan

It is the raw, unbridled enthusiasm! Cool giant robots! Lasers! Vampires! Demons from other dimesnions! Techno-nazis with intelligent mutant dogs! Mega-damage! Exclamation marks!!!!

The Palladium/RIFTS product family is one of the few which gets comic books, the way more serious adaptations don't.
Now with a Zine!
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